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SunWu liked a post in a topic by Majora in Community Update July 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Season #1 - Primordial Fire - Month #2
Last month, we released a patch that kicked off our very first Season, and the reception has been largely positive! Player numbers have gone up, and Skylords are enjoying the fresh challenges the season brings. This season will last for four months: June, July, August, and September.
Unfortunately, with so many moving parts, some bugs were inevitable. Our team has worked hard to fix as many of them as quickly as possible. We've addressed these issues through several hotfix patches, which you can find in the patch notes here. Some of these hotfixes include minor touch-ups related to the season, such as description clarifications and small UI improvements. The update from June 29th also included minor balance changes, so be sure to check out the patch notes.
We'd like to take this opportunity to address a few topics that have come up frequently since the season's release:
Connection Problems for Russian Players
We've noticed that some Russian players are experiencing issues connecting to our server, which is located in Germany. Although these issues began around the time of our patch release, they are actually the result of sanctions outside of our control.
We're currently exploring alternatives, such as hosting a VPS in another region to forward traffic. We expect to have more information within the next 1 to 3 months. In the meantime, we advise affected players to use a VPN to connect.
Nightmare Challenges
We’ve seen some players expressing frustration about not being able to complete certain challenges or finding them too difficult. We want to emphasize that Nightmare challenges are intended for the highest-level players and are not required to earn the top rewards. You will be able to unlock Promo Sunderer this season without completing any Nightmare missions. However, you will need to complete the second and third batches of challenges (along with most repeatables), which will be released today and in August.
We highly advise players not to burn out on a specific challenge if you are not having fun. We’ve tried to include content for everyone this season. That means some challenges may feel too easy, while others may feel too difficult, depending on your playstyle. But remember: you don’t need to complete everything. We do encourage you to try strategies outside your comfort zone, but at the end of the day, it’s all about enjoying the game. And if you do want to conquer a particular challenge, the community is more than happy to help. Be sure to check out our Discord if you're looking for advice or teammates!
Dwarfen Stronghold
Challenge 2.5 requires players to complete two community maps. It reads:
Win the 4-player featured community maps Dwarfen Stronghold Rework and Twisted Legends on advanced difficulty or higher, with all team members using decks that contain 10 or more Fire, Twilight or Bandits cards.
Some players experience a crash or error when trying to host the map Dwarfen Stonghold Rework.
To fix this, close the game, go into your doc/BattleForge/map folder and delete all instances of Dwarfen. After restarting the game, you should now be able to download the correct map and host your match.
Filtering for Twilight Edition
Challenge 2.8 has caused some confusion among the player base. It reads:
Complete 5 different campaign maps or featured community maps on advanced difficulty or higher, with all team members using decks that contain only Fire, Twilight or Bandits cards, none of which are from the Twilight edition.
Back when the original BattleForge came out, cards were released in expansions, with the base set being called the Twilight Edition, and cards were purchasable in boosters from specific expansions. When we overhauled the economy to free-to-play, we actually removed those edition-boosters, and replaced them for faction-boosters instead. While this was a great improvement, it also means that non-veteran players were never really exposed to the "Twilight Edition'' naming. This was an oversight on our part when we created this challenge.
To clarify; cards from the Twilight Edition all have the Sunrise Icon, are only Nature, Shadow, Frost and Fire (so no hybrid/neutral), and have no affinities. Even though the name might imply it, the Twilight Edition contains no cards from the Twilight faction.
For this specific challenge, there is actually a filter you can use to exclude every card from the Twilight Edition. If you write the following text into the search bar of your inventory, you are left with all cards that are not included in the Twilight edition:
!(edition=twilight)
Just remember that challenge 2.8 also restricts you to Fire, Bandits or Twilight (the faction, not the edition!) cards, though you can easily filter for those with the elemental buttons on the left.
If you want to know more about filtering options, have a look at our Advanced Filtering document. It goes into detail what is possible with the search bar, and how it came to be.
Fire Wormlings
Fire Wormlings, unfortunately, hold the questionable honor of being the most problematic card in the history of this project. Initially intended as a new type of archer to be placed on walls, it had to be completely redesigned after model issues made that original concept impossible. Then, after finally being released, the card caused lag spikes when played for extended periods. Thankfully, we were able to fix those lag issues relatively quickly, but soon after, another problem surfaced: players began reporting widespread desync issues.
Unfortunately, we have not yet been able to identify and fix the root cause of these desyncs.
To better understand the complexity of the situation, consider the following:
- Fire Wormlings is a resized version of an XL model.
- It's a squad unit, based on a model that was never originally intended for use in a squad.
- Its attack lays down a unique visual effect that deals damage over time.
- It has a buff that checks for specific unit classes nearby, activating and deactivating accordingly.
- It uses the worm model, which moves in a very unique way, basically teleporting across the map while appearing to burrow underground.
- Desyncs are reported in most matches where Fire Wormlings are played.
- In single-player matches, the desync warning does not appear, but replays are often out of sync with the actual match.
- None of our tests so far have been able to pinpoint the issue with certainty.
We’ve been testing a variety of solutions, including removing the passive ability, resizing the worm, or converting it to a single unit. While we still lack a definitive answer, current evidence suggests the desyncs are related to the movement behavior of the worm model. Similar reports have occurred for the original XL worms in the past, but those units are played less frequently, and later in matches, due to them being Tier 4. Additionally, those issues have been rare and hard to reproduce consistently. We suspect that the combination of smaller size and squad mechanics increases the likelihood of movement-based desyncs. For instance, if the squad moves over uneven terrain or is knocked around, parts of the squad can get separated or stuck, increasing instability.
We considered temporarily restricting the card in multiplayer, until we discovered the same issue also affects single-player matches. Adding to the challenge is the open in-game market. While Fire Wormlings is part of the season rewards, some players have paid a significant amount of BFP to acquire it. Simply removing the card and refunding players isn't viable, since that also raises questions about how to handle those who sold the card. We obviously don't like players not being able to use their new cards. At the same time, players are currently asking each other to stop using the card, basically banning it from play anyway.
We considered replacing the model entirely and reworking the card from scratch, but this would also require new artwork, effectively meaning we’d need to remove the Wormlings and create a completely new unit. This would be a months-long process and would seriously disrupt our planning. Fire Wormlings is also heavily featured in our marketing for the season, so removing it is something we hope to avoid.
So, where does that leave us?
We are currently testing a version of Fire Wormlings that removes the squad mechanic, and results so far have been promising. However, we still haven’t found a consistent fix for the desyncs, and we’re increasingly concerned that the worm model itself might be inherently problematic.
Because of this, we’re also exploring the option to rework the burrow movement, potentially replacing it with a more generic movement style while maintaining a similar visual through existing animations. However, we are limited in our options here, considering we don't have the source code and can not create new models or animations yet.
We hope this breakdown helps players understand why Fire Wormlings is still not fixed and why solving the issue has been so challenging. Due to our limited testing capacity, we are now considering deploying the most promising version of the card to the live server soon, to collect feedback and data from the broader player base. We would also like to expand our internal testing, so if you want to help out as a tester, consider reaching out.
With your help, we hope to finally identify the exact cause and deliver a stable version of the card for everyone to enjoy.
Changes mid-season
Many of you have already shared what you like and dislike about various aspects of the season. From challenges and rewards to UI and descriptions, your feedback is incredibly valuable in helping us determine whether we’re on the right track. While we’ve already been able to implement some quality-of-life improvements based on your input, not all suggestions can be incorporated mid-season. That said, we are carefully observing what works and what doesn’t, and we will take this into account for future seasons.
Common feedback includes the option to play Standard difficulty on certain challenges, less restrictive deck-building, and the concern that neutral/legendary cards are not playable in any future season with the current setup. We’ll definitely keep this feedback in mind as we prepare for Season 2.
Non-seasonal content
We’re also hard at work on a new patch unrelated to seasonal content. While we believe it’s important to offer exciting rewards through the seasonal track, you can still expect new cards and new map releases through content patches, just like we did before the introduction of seasons.
While we don’t have anything concrete to share just yet, we expect to have more to announce soon!
• Seasonal Challenges Batch #2
As we enter the second month of this season, a batch of additional challenges is now available!
The following challenges are now active:
20+10 1 3.1 - Survive until the end on the survival community map, The Last Soultree on advanced difficulty or higher, with all team members playing only Fire cards. 20+10 1 3.2 - Win the 1-player scenarios Behind Enemy Lines and Siege of Hope on advanced difficulty or higher, with you playing only Fire cards and no building cards. 20+10 1 3.3 - Win the 2-player scenario, Crusade and the 1-player featured community map Spooky Encounters on advanced difficulty or higher, with all team members playing only Fire cards of Tier 2 or below. 20+10 1 3.4 - Win the 4-player scenarios Empire and Raven's End on advanced difficulty or higher, with all team members playing only Fire or Neutral cards, with units of Tier 2 and above being Neutral units.
We hope you enjoy the current batch of challenges! The final set of challenges (including new Nightmare missions) will release in August. Players will then have the entire month of September to complete any remaining challenges before we wrap up this first season.
After the season concludes, players will be able to use the new Relic resource to purchase any missed seasonal cosmetics rewards, including the Promo Sunderer, through the Relic Shop. Relics can be earned during the season by completing challenges and by beating the weekly map affected by a map modifier. The Fire Boosters and the cards Fire Wormlings, Hellhound and Treasure Wagon will not be purchasable with relics however. The new cards will drop from boosters after the season has concluded.
Our next season will also feature relics that can be used to purchase rewards from Season #1 – Primordial Fire.
• New Card Reveal - Amii Ashrider
While players continue with the first season, we are constantly working on additional content and are once again able to give you a sneak peek into a future new card. We have already expanded the Amii unit roster with various new cards: Amii Paladins, Amii Sentinel, Skydancer and Energy Core. Now that Elkondo has settled into our art department, we are able to create a new tier 2 unit for the faction.
Let's take a look at Amii Ashrider!
Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release.
Ride of the Amii
When the unit is surrounded by 3 other friendly Ashriders in a 25m radius, it moves at high speed (8.0 m/s) and knocks back small and medium units dealing 25 damage, up to 100 in total.
Elusive
Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 10%.
Design notes:
There are several cards in the game with movement knockback mechanics that deal damage. These are mostly confined to the higher tiers and besides the reworked Colossus are found on ranged units like the Worms or the hybrid melee-ranged unit Thunderwagon. When we were thinking of a new Amii T2 unit, we thought it was time to finally put the movement damage effect on a lower tier unit. Particularly, we thought it would fit with a horse-based Amii unit, therefore allowing players to simulate performing a cavalry charge. As can be seen with the new Treasure Wagon card, having a perpetual M-sized trample effect in T2 provides a substantial amount of crowd control.
Ashrider is our first non-T4 Amii unit made specifically for PvE. Other Amii units, towers, and spells are on the way to flesh out the faction's T2 and T3 arsenal in PvE and allow players to enjoy a full Amii deck from T2 onwards.
Amii Ashrider will release in an upcoming content patch, date to be announced.
• Art Spotlight - Amii Ashrider
Amii Ashrider was drawn by our artist Elkondo. Below, he will share what went into creating the new unit. Take it away Elkondo! "The first challenge was to come up with a clear and distinct pose for the unit. Since Skylords Reborn already features multiple horseback units, it was important to differentiate it with a unique silhouette as well as colors." "After some exploration, the pose was quickly decided, and with a quick paint-over, the general vision for the artwork became clear." "At this stage all that was left was cleanup. The 'Ride of the Amii' skill causes the unit to leave behind a trail of green smoke - this was something we wanted to show in the artwork."
"As cool as it was, however, it looked too much like flames. At the same time, we wanted to simplify the background to make the unit stand out a bit more. It took a few attempts to finally find contrast that works best." "With the background done, it was time to polish the main subject a bit and add some much-needed details. We realized the attempted strong perspective on the rider didn't really work any more. The green flames were also removed to try a different look later." "Lastly, alongside additional polish and new smoke effect, the lance was simplified and moved, as the previous intricate design didn't really fit the Amii aesthetic."
And that is how our latest Amii unit got its artwork! We hope you are looking forward to Amii Ashrider!
• Team Changes
We are happy to announce that two new members have joined our volunteer team! First off, VicRattlehead has joined our team as a Discord Moderator, while also showing interest in helping out with development in the future. Secondly, Arphox has already offered a lot of help in regards to improving our updater, and has now properly joined the team as a Tool developer with the goal of making more improvements. Thank you both, and welcome to the team!
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• STREAM - WINNER REVEAL: Battle of Tactics #9: The Great Mage Magician - 04.06.2025
Find out who is the greatest of the Great Mage Magicians and their mighty generals in the winner reveal stream of this 3-player event. Join Ultralord on July 4 at 7:00 PM on Twitch.
• FINISHED - The Skylords Reborn Spring Cup 2025
The Spring Cup was our second PvP tournament of the year, and it included some great matches. The tournament was hosted and livestreamed by Ultralord, and you can watch the action here.
• NEW - PvP Tome Tournament - 06.07.2025 15:00 CET
Tome was a PvP game mode in the original BattleForge where players had to build their decks with cards from boosters. With everyone playing with random cards, there are bound to be some unconventional strategies! Please sign-up in advance.
• COMING SOON - Crystal Solid Defence - PvE Event - Starting 11.07.2025 until 27.07.2025
While we arent ready to reveal this event just yet, be sure to check back in on the 11th for a new PvE Event!
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a Fire booster: HEAT-LAVA-FIRE-CARD
This code is valid until August 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update June 2025
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SunWu liked a post in a topic by Ultralord in TOME #3 - Look at my Shinies - PvP Tome Tournament - 06.07.2025 at 15:00 CEST
Great greetings, People of the the Sky,
In the past, I organised 2 Tome PvP Events as part of my Battle of Tactics series. Starting now, I will split PvP and PvE.
Nevertheless -> Let's have a Tome Tournament with some special rules!
All you need to know
When 06.07.2025 15:00 CET
Special Rule: Tome Rules + Public visible cards
Organization: Challonge + T1421.de + Discord
Format: Stage one: 4 Rounds Swiss, Best of 3
Stage two: top 4 Players, Single elimination, Best of 3
Stream: 06.07.2025 14:30 CET on twitch.tv/ultralord_t1421
We will go over the rules and answer questions
What is Tome?
Tome was a PvP game mode in the original BattleForge where players had to build their decks with cards from boosters.
Aka: Random cards. It often happens that you can’t play the way you like because you are missing cards, and sometimes, this leads to the birth of new strategies.
Special Rule
1. All players will have 10 general boosters + 4 Wild boosters (you can choose if you want to take a faction booster for example)
2. All Common and Uncommon cards will be visible for all players as a pool, so you can't see which player got which card.
3. All Rare and Ultra Rara cards will be visible to all players, combined with the player who pulled the card.
Organization
Since Tome requires communications with boosters, we will use my website: https://tome.t1421.de
On this website, players can open their boosters, view the cards of other players, and view Special Rules.
There is also a filter code that can be added to your "custom_filter_extensions.json" for easier deckbuilding in the game.
I have made a video about the features of the page, as well as how to use it: https://youtu.be/sMLBZydTQPE
To join, you will need Discord. All Players will be on one Discord server for easier communication.
After you read the post and you are ready to join, contact me 😊
Format
Stage 1 is 4 Rounds of Swiss, which means you will play 4 matches, regardless of whether you win or lose.
Stage 2 is a Single elimination for the Top 4 players from Stage 1. We also play the match to decide the 3th place.
All matches will be Best of 3, which means you play against your opponent until one of you gets 2 wins.
The pairings will be shuffled before the start of the tournament.
Rules
1. The tournament will be held on the Test Server! Because you have all the cards there.
2. Disconnecting during a game will result in a default loss. If both sides agree, it is possible to have a rematch.
3. Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 minutes.
4. After your match, go to Challenge and insert the result. This can be done by clicking on your match and selecting the winner/stats.
The brackets/match list will be updated automatically after all players have finished their matches.
5. The Map Pool is: Haladur, Simai, Elyon, Lajesh, Uro and Yrmia.
6. The map of round one will be Haladur. Against the second opponent you will play on Simai, third Elyon, etc. (I will make notes in Challenge)
7. You can only win prizes if you play your matches during the event.
8. Have fun and don’t be an idiot!
Currently, Fire Wormlings can curse problems in multiplayer matches; for that reason, I sadly have to ban this card from this event.
If you happen to pull one from a booster, let me know, and you will receive a mini-booster as compensation.
->
Stream
You can join till 06.07.2025 14:30 CEST.
I will stream the event starting at 06.07.2025 14:30 CEST. Here is my twitch.tv/ultralord_t1421
Players can start opening boosters at 06.07.2025 14:45 CEST.
The event starts on 06.07.2025 15:00 CEST.
Prizes
Top 4 Players:
Place 1: 5 Boosters + Harvester (Promo) Place 2: 4 Boosters + Construct (Promo) Place 3: 3 Boosters + Lyrish Knight (Promo) Place 4: 2 Boosters + Enlightenment
Every player playing all 4 Swiss matches receives 1 Fire Booster
For every match you win in the Swiss Phase, you receive 500 BFP
1 / 2 / 3 / 4 x 500
Thank you
SR-Team for all of the Boosters
Anonymous for Harvester (Promo)
@Fimion for up to 30.000 BFP
Ultralord 🙂 for Construct (Promo), Lyrish Knight (Promo) & Enlightenment.
Tome is a very special game mode, and not only is it the start of fun new tactics, but also of new Meta!
I'm sure we'll have a great time with miraculous decks and strange strategies. (And maybe even T4 O.O )
Ultralord 🎩
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SunWu liked a post in a topic by Ultralord in Crappy Card Drawing Collection
Added Promo Mana Wing in the First Post 🙂
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Majora liked a post in a topic by SunWu in Frenetic Assault Visuals: What do you think of the purple star?
I agree, it would be more consistent to have stars representing positive status only (like fire force).
What's a good symbol people associate with confusion? A question mark?
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SunWu liked a post in a topic by Majora in Community Update - June 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Patch Release: Primordial Fire
In our last Community Update we announced our first season, scheduled for a release in June. We are excited to share that our first season goes live today!
This is one of our biggest patches yet, so we have a extra long Community Update diving into all its additions, alongside the patch notes.
In this year's player survey the number one request was for more reasons to login and play the game. Once the initial rush of excitement and progressing through achievements wears off the game provides the player little reason to continue past the 45 minute mark when they get their daily booster discount. Additionally, while more achievements are good, the issue is that once we hit a critical number of achievements they no longer funneled players towards the same content to make matchmaking easier, especially for campaign achievements. Our solution to these problems is a season system focused around 1 or 2 factions at a time with time-based challenges.
The seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season!
These rewards are placed among our new season progression track. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. Here is the full progression track for Season 1:
Nearly every challenge has deckbuilding restrictions based on the season theme, encouraging players to try out a new faction for the season duration. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. We put the card and booster rewards early in the season progress to ensure that players who might not be able to play as much, or who are lacking the correct faction cards to do harder challenges, will still get access to the gameplay rewards while cosmetic rewards, including the season promo, are farther in the season progress.
We hope that this system will give new and old, highly active and semi-active players alike a reason to log in and keep playing. We intend seasons to be an ongoing feature with new content every 4 months. Given this is our first iteration, we expect that not everything will be perfect, and we are looking forward to hearing your feedback on how to improve the feature to make it a truly enjoyable experience for all types of players.
To get started with Season 1, go to the new in-game icon shown above which opens the Seasons window.
• Infected Map of the Week - Map Modifiers (BETA RELEASE) This patch also sees the anticipated (beta) release of Map Modifiers.
Infected map modifiers was originally a player suggestion over 3 years ago which we loved but did not yet have the means to make happen. Since then, it has been one of our most anticipated internal features and we are glad to finally bring you the Beta release. Map modifiers are global effects which apply to the player or to the NPC enemies, often with significant gameplay changes. In the current Beta form, these modifiers infect one campaign map and each random PvE level with the same modifiers for a week. Similar to the existing Map of the Day this creates a new Infected Map of the Week feature.
Infected maps are an opt-in feature, you will never be forced to play them. They are intended to provide endgame content for players whose skill level has outstripped the current expert experience while also providing twists on advanced maps for less skilled players. A player only needs to beat an infected map, either the chosen campaign map or its equivalent difficulty in random PvE, once per week to get the full reward. Modifiers provide season progress and Relics (see next section) when completed on either advanced or expert difficulty, with more rewards given when beating the infection on expert.
As part of these changes we have remade the map codex in-game to provide information related to the Map of the Day, the Infected Map of the Week, and PvP Happy Hours. Eventually, we plan to add a large collection of modifiers, both positive and negative, which players can freely apply to any match and game mode to provide near endless gameplay possibilities.
Please note this is a Beta release!
While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
• Relics and the new Relic Shop We already talked a bit about Relics in our last community update. Today we dive deeper into the new shop where you can spend your hard earned Relics.
As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
In the Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies. Eventually all NPC enemies will be available for purchase from the Relic shop. As already mentioned, cosmetic rewards - including the promo card from each season - will be available in the Relic Shop after that season concludes. This will allow players who miss a season to still purchase their favorite seasonal cosmetics. But be warned, it will be much easier to earn the cosmetics within a season than to purchase them all after a season concludes. Given that Relics are a new currency we expect to do some rebalancing as players start to earn and use them.
Relics are intended as a currency which provides long-term progression to the game in a way that has currently been lacking. As part of this, we will be adding some expensive exclusive cosmetics to the Relic Shop which will act as a means for players to show off their veteran status. The first part of these exclusive rewards are a set of progressive borders which players will earn for every 50 Relics they spend. Each color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.
Some people might question why we are adding a new currency instead of repurposing Gold. The reason for this is because we do not think Gold is a salvageable as a currency at this point. When we first released the game, we made the mistake of not giving gold a proper gold sink. Additionally, gold is an uncapped currency in the sense that players can play all day and continue to earn the same amount with neither a soft nor hard cap like has been built into BFP. It has now been 4.5 years since our official release and some players have accrued tens of millions of Gold pieces. We simply cannot balance Gold when we would have to account for these veteran players as well as new players who have no gold reserves. If we were to create a deep enough gold sink to allow veteran players to use up all their gold we would end up gatekeeping new and less active players from those features for years if not permanently. Given these issues, we determined it was better to start from scratch.
• How Does It Work: Deckbuilding
In our YouTube series "How Does It Work" we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power, the Root Network, a guide on how to install the game, and the BFP & Reward System.
Another topic that often comes up is deckbuilding. Skylords Reborn can be overwhelming with its content and many expansions. In our latest video, we aim to provide a framework players can use to start building their own decks.
• Team Changes
In July 2021, Dutchy joined our team as Discord Moderator, and got promoted to Global Moderator in September. In February 2022, he took over the role of lead moderator after Pascal left the team, a role he would continue to fill for years to come.
Now with a full-time job and a fiancé, Dutchy leaves the moderator team in the capable hands of Vultagx, who will take over the mantle of lead moderator going forward. Dutchy will remain in the team in the role of HR Coordinator, handling applications and onboarding of new staff members.
We want to give a heartfelt thank you to both Dutchy and Vultagx for making sure Skylords Reborn is a fair experience for everyone.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - The Skylords Reborn Spring Cup 2025 - 22.06.2025 at 15:30 CEST
Get ready for some PvP action! The Spring Cup is the second of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance.
• NEW - Battle of Tactics 9 - 13.06.2025
We postponed some of the events so you all can enjoin and focus the first week on the new Content of the Patch. However, get ready for a new Battle of Tactics once the dust has settled! More info soon!
• ENDED - A Fresh New Start - WINNER REVEAL
This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: FIRE-SEAS-ONIS-LIVE
This code is valid until July 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update May 2024
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SunWu liked a post in a topic by WindHunter in Patch #400052 - 1 June 2025
Patch #400052 - Primordial Fire
Welcome to our newest patch. This update contains our eighteenth balance patch for the game, the new season feature, 3 brand-new cards, Infected Map of the Week, quality of life changes, and much more!
Patch Preview
Face 32 new challenges and earn cosmetic and card rewards over four months as part of Season 1, Primordial Fire! Three new cards and one new promo are now available! Jump in-game to collect Fire Wormlings, Hellhound, Treasure Wagon, and promo Sunderer! Experience a twist on old maps with the Beta-release of our new Infected Map of the Week feature. Players can now purchase NPC enemies to use in the Forge with our new Relic currency. Minor rebalances to multiple cards and a system-wide change to entities which spawn ground units. Many new fixes and QoL changes based on community requests.
Season 1 - Primordial Fire
This patch introduces our first season. Our new seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season:
Completing challenges rewards points and Relics which are used for unlocking card, booster, and cosmetic rewards. Most challenges can be completed on either advanced or expert difficulty, with expert providing more points. The goal is that this system allows players of all skill levels to participate and make real progress in unlocking seasonal rewards.
There are 3 batches of challenges, releasing in June, July, and August. Here are the challenges players will face from June 1st to the end of the season.
[ Repeatable Challenges ]
These are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from June 1st.
Challenge 1.1 Win official campaign scenarios that are the Map of the Day on different days on any difficulty.
Challenge 1.2 Win official campaign scenarios that are the Infection of the Week on different weeks on advanced difficulty or higher, or random PvE scenarios that are the Infection of the Week on different weeks on advanced+ (5) difficulty or higher.
Challenge 1.3 Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher.
Challenge 1.4 Play Fire, Bandits, or Twilight cards in any game mode.
Challenge 1.5 Win random PvE scenarios with you using decks that contain 10 or more Fire, Twilight or Bandits cards. Completing maps on higher difficulties will reward more mission progress.
Challenge 1.6 Win official campaign or featured community maps on advanced difficulty or higher using decks with at least 10 Fire, Twilight, or Bandits cards. Expert grants increased progress while repeating maps grant reduced progress.
Challenge 1.7 Destroy enemy structures.
Challenge 1.8 Spend power on spells
[ One-time Challenges ]
The first set of three one-time challenges available from June 1st. The next set unlocks in July and the last set in August, both of which contain 4 challenges each. Players will have until the season ends on September 30th to complete them.
Challenge 2.1 Be among the players with the most points earned at the end of the season.
Challenge 2.2 Win the 2-player scenarios Slave Master and Convoy on advanced difficulty or higher, with all team members playing only Fire cards.
Challenge 2.3 Win the 1-player scenarios Encounters with Twilight, Defending Hope, and The Soultree on advanced difficulty or higher, with you playing only Fire cards.
Challenge 2.4 Win each of the 2-player featured community maps An Expedition South and Lyrish Uprising on advanced difficulty in 40 / 30 / 25 / 15 minutes or less, with all team members playing only Fire cards.
Challenge 2.5 Win the 4-player featured community maps Dwarfen Stronghold Rework and Twisted Legends on advanced difficulty or higher, with all team members using decks that contain 10 or more Fire, Twilight or Bandits cards.
Challenge 2.6 Complete 10 different campaign scenarios or featured community maps on advanced difficulty or higher, with all team members playing only Fire cards, and without playing any Human or Elemental units.
Challenge 2.7 Win the 4-player scenarios Titans and King of the Giants on advanced difficulty or higher, with all team members playing only Fire cards.
Challenge 2.8 Complete 5 different campaign maps or featured community maps on advanced difficulty or higher, with all team members using decks that contain only Fire, Twilight or Bandits cards, none of which are from the Twilight edition.
Challenge 2.9 Win a random PvE scenario in under 10 / 8 / 7 / 5 / 4 / 3 minutes on any difficulty, with all team members playing only Fire cards. Completing the challenge more quickly awards progressively more points.
[ Nightmare Challenges ]
The first set of two "Nightmare" challenges. The other set unlocks in August. These challenges are harder and meant for skilled veteran players, though most are still intended to be completable by the average player on lower difficulties, potentially with help from a guide.
Challenge 5.1 Be among the 50 fastest times at the end of the season on the 1p random PvE scenario Map of the Month on Expert+ (8) difficulty, with you playing only Fire cards.
Challenge 5.2 As a solo player, win the 2-player scenario Slave Master on advanced difficulty or higher, with you playing only Fire cards and no building cards.
Challenge 5.3 As a solo player, win the 2-player scenario Into the Jungle on advanced difficulty or higher, with you playing only Fire cards.
Challenge 5.4 Win a random PvE scenario on Std++ (3) difficulty or higher, with all team members playing only Fire cards of Tier 2 or below. Completing the challenge on higher difficulties awards progressively more points.
To get started with Season 1, go to the new in-game icon shown at the top of this section which opens the Seasons window.
General Changes & Fixes
The map codex has been changed. It now contains information related to the current Map of the Day, Infected Map of the Week, and PvP Happy Hours. Added a new Random option to the Forge menu which will randomly rotate between the different Forge themes a player owns. Fixed an unintended interaction where players could accidentally destroy the Shard of the Forge on the maps Nightmare Shard and Nightmare's End, making it impossible to finish the map. The Shard of the Forge is no longer destructible. Into the Jungle and Unexpected Visitors now have 6 gold chests like other 2p campaign maps and fixed issues where chests were not possible to be openend in Into the Jungle. Updated card descriptions for improved clarity across dozens of cards in all four languages. Razorleaf no longer causes screen shake when the player's camera is 200m away. Rename "Battleground" to "Random PvE" on multiple places, for clarity.
Infected Map of the Week - Map Modifiers (BETA RELEASE)
Each week 1 campaign map and random PvE are infected by a set of map modifiers. These modifiers are the same for the course of the week creating an Infected Map of the Week. Infected maps always have one elemental modifier connected to one of the four primary factions (Fire, Frost, Nature, & Shadow) and one neutral modifier on standard / advanced difficulty and two neutral modifiers on expert difficulty. Completing the Infected Map of the Week on advanced difficulty or higher awards progress on the new Elemental Balance achievement which awards players 50 bfp and 2 Relics once a week. If the player completes the map on expert difficulty they earn an additional Relic for 3 in total. Infections are opt-in, so you do not have to interact with them if you do not wish to and you can play the chosen map for the week without modifiers. Additionally, bosses are immune to all map modifiers.
[ Elemental Modifiers ]
Fire Modifier 1 - Rage: Every enemy unit has Rage continuously dealing more damage over time.
Fire Modifier 2 - Swiftness: All enemies move 30% faster.
Frost Modifier 1 - Freezer: Every 20 seconds, every hostile building in the game freezes hostile units within a 20m radius for 20 seconds.
Frost Modifier 2 - Payback: Every enemy is immune to slows from unit collision. Additionally, when an enemy unit is trampled it deals 150 damage to the attacker if it is S-sized and 450 damage if it is M-sized or larger.
Nature Modifier 1 - Immunities: Every enemy unit in the game will be immune against all major debuffs but may still be affected by spells like Freeze or Paralyze.
Nature Modifier 2 - Paralyzer: Every hostile melee unit in the current game paralyzes units with their melee attacks for 8 seconds.
Shadow Modifier 1 - Incurable: Every friendly unit in the current game cannot be healed by spells or abilities.
Shadow Modifier 2 - Second Chance: Every hostile unit in the current game will resurrect after 3 seconds if it dies before irrevocably dying after 15 seconds.
[ Neutral Modifiers ]
1. Steadfast - Every hostile unit in the current game cannot be knocked back.
2. Engineer's Blessing - Every hostile building in the current game regenerates 3% of its maximum life points every 4 seconds.
3. Life Stealer - Every hostile unit and building in the current game will restore 15% of damage dealt as own life points.
4. Armored - Every enemy in the current game takes 15% less damage.
5. Rise of the Giants - Every hostile extra-large unit in the current game deals 50% more damage and takes 50% less damage.
6. Piercing - Every hostile building and unit in the current game will deal 50% of its damage as piercing damage able to circumvent every buff and protective shield.
7. Elusive - Every hostile unit in the current game will have the duration of the immobilizing effects Freeze and Paralyze reduced by 50%.
8. Irreparable - Every friendly structure in the current game cannot be manually repaired.
9. Rejuvenation - Every hostile unit in the current game regenerates 3% of its maximum life points every 4 seconds.
10. Magical Shields - Every hostile unit in the current game takes 30% less damage from ranged and magical attacks.
11. Artillery - Every hostile building in the current game has its attack range increased by 15m.
12. Poisonous - Every hostile unit in the current game leaves poisonous spores wherever it walks. Units with larger sizes leave more potent spores.
Please note this is a Beta release!
While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
New Currency - Relics & New Forge NPCs
As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
In the new Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons - including the promo card from each season. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies.
Additionally, a new achievement Artifact Hunter has been added. For every 50 relics a player collects, they will earn a progressive border. Each border color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.
New Cards
The following new cards have been added to the game. Please note they are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while Season 1 is active. After the season has concluded, the non-promo cards will drop as usual.
Fire Wormlings - 140p T2 Fire Unit
You will find the upgrades for this card on the maps Raven's End (U1) and Unexpected Visitors (U2/U3).
A longtime problem with T2 Pure Fire is that the faction's cards have a strong PvP bent. Additionally, the faction lacks sustain while possessing exclusively squishy units. While the Fire Force rework gives the faction some more staying power, Pure Fire still relies on Skyfires, Gladiatrixes, and Blaster Cannons to deal with flying enemies in T2. Additionally, none of Fire's T2 units scale well in groups. Fire Wormlings attempt to address these problems by being bulky, scaling well as a group, and being capable anti-air units. Their burning spit also makes them strong damage dealers when combined with a team mate who has crowd control to lock enemies in place.
Hellhound - 160p T3 Fire Unit
You will find the upgrades for this card on the maps Bad Harvest (U1) and Into the Jungle (U2/U3).
Hellhound was the overall winner of our first community card creation contest. It receives less damage from ranged and magical sources, with this armor scaling the longer Hellhound is in combat. When the Magma Armor reaches full strength, Hellhound can cause the armor to explode outwards, dealing heavy damage but resetting its armor. This mechanic gives players a choice between more durability or more damage; it also allows the L-sized Hellhounds a way to deal with flying enemies without having to bring along a Spitfire or a mob of Magma Hurlers.
Treasure Wagon - 130p T2 Legendary Unit
You will find the upgrades for this card on the maps Treasure Fleet (U1) and Into the Jungle (U2/U3).
It is difficult to design new legendary cards because you need to find a niche which will not outcompete faction cards. In Treasure Wagon's case we decided to lean fully into its story identity of being a highly desirable gold transport. While Treasure Wagon cannot attack, it can taunt all enemies in a 20m radius to attack it. This makes the card a good support tool which can draw aggro away from the player's army. And if the Wagon happens to die, two Thugs spawn from the remains ready to fight.
Sunderer - Promo Card
You can get this special promo card by earning 850 seasonal points. After the season has concluded, promo sunderer will be purchasable in the new Relic shop, for those who did not get it during the season.
Game Balance Changes
[ System-Wide Changes ]
Permanent ground entities summoned by other ground entities will now provide ground presence:
- Affects: Bandit Hut, Nox Carrier (both affinities), Satanael (both affinities), Treasure Wagon (new card), Viridya (normal and promo versions).
Permanent entities summoned by flying units or spells (i.e. Corsair) as well as non-permanent entities summoned in any way (i.e. Undead Army, Sunken Temple) will continue to not provide ground presence.
[ Tier 1 Card Changes ]
Altar of Nihil:
1. No longer works with Infected Tower’s Virus ability (units affected by Alter of Nihil are immune to the transformation revival)
2. Lifepoints: 670 ➜ 520
We are slightly nerfing Altar of Nihil by making it easier to destroy while also removing an unintended workaround to its no revival rule.
Bandit Hut:
1. Add lifestealer Bandit passive to Vanguards and Skyrake Alphas
2. Summon Vanguards power cost: 50p ➜ 65p
We have been mostly happy with Bandit Hut's release and as such as are only making some minor adjustments.
Bandit Lancer:
1. Branding cooldown (both affinities): 30 seconds ➜ 20 seconds
Burrow Ritual:
1. Power cost: 40p ➜ 35p
2. Unit cap: 5 own units ➜ 7 own units
Slightly increasing the efficiency of Burrow Ritual and allowing it to scale better with larger player armies.
Burrower:
1. Tunneling cooldown: 30 seconds ➜ 20 seconds
Drones:
1. Tunneling cooldown: 30 seconds ➜ 20 seconds
2. Movement Speed: 8.0 m/s ➜ 9.6 m/s
Drones will now move at the highest speed. This change is intended to help them as counter units in PvP.
Icespike:
1. Damage: 1780 dp20 ➜ 1880 dp20
2. Brrrr!: Now affects buildings in addition to units
We are generally happy with Icespike, but we think the frozen warrior could use some extra oomph as well as the ability to freeze buildings with its auto-attack.
Juggernaut:
1. Power cost: 220p ➜ 240p
2. Damage: 4745 dp20 ➜ 5245 dp20
3. Life points: 3550 ➜ 3650
4. Stampede:
A. Cooldown: 25 seconds ➜ 30 seconds
B. Ability cost: 65p ➜ 80p
We are weakening the most powerful PvP finisher while keeping its role as a stat efficient XL combat unit untouched. With several buffs to Fire cards across recent patches, there is enough room to incentivize different strategies than just rushing Juggernaut every game.
Lost Disruptor:
1. Disruption duration 20 seconds ➜ 30 seconds
2. Disruption cost: 20p ➜ 10p
Lost Disruptor is a good counter to global effects, especially in 2v2 PvP. This changes improves that.
Lost Spirit Ship:
1. The Crystal ability is now targeted, with radius 0m.
This is a long requested change which will allow players to fly to a specific location to cast the Crystal ability, and no longer cast all ships' abilities at once.
Mauler:
1. Slam now also affects structures in addition to units.
Improving Mauler's viability by allowing him to disable both buildings and units alike.
Nox Carrier:
1. Necro Strike now prevents buildings from attacking or using their special abilities for the next 30 seconds.
We are adding a new ability to Nox Carrier to continue expanding its usability to be more than an Orb-killing device in PvP.
Rageflame:
1. Frostshower damage (U3): 80 dps (1600 dp20) ➜ 85 dps (1700 dp20)
Scorched Earth:
1. New passive - Now also blocks special abilities from structures (ranged attacks still possible).
This change will increase the deck slot efficiency of Scorched Earth in PvP.
Scythe Fiends:
1. Life points: 1040 ➜ 1120
Simulacrum:
1. Damage: 70, up to 105 in total ➜ 76, up to 114 in total (1900 dp20)
2. Splash radius: 5m ➜ 8m
3. Relocation cooldown: 20 seconds ➜ 15 seconds
Mild improvements to Simulacrum. It has been underpowered since its release so we are giving it some more mobility and a slight damage bump.
Slaver:
1. Blowout damage against structures: 100% ➜ 50%
Spirit Gate:
1. The unit with Spirit Gate no longer needs to turn to face the target direction before the spell's teleport will be cast.
Viridya (normal & promo):
1. Viridya’s Blessing no longer stacks with itself.
Several patches ago, we changed the way healing works so that all rejuvenation effects stack with each other. While this fixed some issues like Fountain of Rebirth overwriting Wheel of Gift's healing effect it caused other problems. It was never our intention that Viridya's blessing could stack with itself and this interaction allows the promo and normal versions to heal a staggering 6% of every allied units maximum life points every 2 seconds. This is clearly unbalanced and so we are fixing it.
Virtuoso:
1. Power cost: 120p ➜ 110p
[ Map Changes ]
Into the Jungle:
1. Added two 600p Power Wells to the T3 location. Slightly adjusted the Monument positions to accommodate the new Power Wells without causing blocking problems.
2. Moved the wells at the camp with the caged Sunderers slightly to fix an issue where XL-units could get stuck between them.
Oracle:
1. Added flying and ground blocking at the map borders to prevent units leaving the playable area.
2. Slightly moved the spawn point of bottom hostile ships inwards to allow the Bandit Ship to vanish after dropping of the enemies (otherwise the newly added flying blocking would prevent it from exiting).
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Hrdina_Imperia liked a post in a topic by SunWu in Power shrine bug
DESCRIPTION: At about 9:40 i spawn in units while my mate's power shrine is active. To my surprise i am not losing any available nor voidpower, so i continue spawning. Another player confirmed this interaction regarding his powersituation at that moment. Maybe my shrine of memory played a role.
REPRODUCIBILITY: I will try to reproduce it later.
LOG: _log_proxy_latest.log
REPLAY: 2025-05-29_20-36-51_RPvEFourPlayers_diff6_s12545_SunWu_OgPhoenix_Oggy1985_2old4games_time_0_13_01.0_v270.pmv
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Metagross31 liked a post in a topic by SunWu in Shrine of war buff
For the off chance you don't know yet, you can add buildings to the shortcut sidebar, too.
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SunWu liked a post in a topic by Ultralord in Legacy Tournament - 11.05.2025 17:30 CET
Great greetings, People of the Sky
Back in my day, War Eagle only needed one frost orb! That was back in 2008.
Since then EA has done a lot of balance changes, but the SR-Team has done even more!
Can you remember how "broken" PvP was before the team took over 4 years ago? Let me help you with this event.
All you need to know
- When: 11.05.2025 17:30 CET
- Format: Double elimination, Best of 3
- Special Rule: We play on the Legacy Server
- Organization: Chollonge
- Stream: 11.05.2025 17:00 CET at twitch.tv/ultralord_t1421
We will go over the rules and answer questions
How can I log in the Legacy Serve?
You need to select it in the game launcher, in the top left corner:
What is the difference between the Live Server and the Legacy Server?
THERE ARE A LOT!!! But for this PvP Event, we can compress it down to:
1. All cards and maps are in the state before the SR-Team started working on them (So 2013 with Game version 400000)
2. No Free PvP Decks, instead you have all cards in your collection.
Tournament Format
We play Double elimination. That means you will go to the lower bracket when you lose a match and still can win the tournament.
Best of 3 means you will need two wins against your opponent per round to claim your victory in the bracket.
The final will be a best-of-5 match. The player from the upper bracket will have one win as an advantage.
The pairings will be shuffled before the start of the tournament.
Rules
The tournament will be held on the Legacy Server! Disconnecting during a game results in a default loss. If both sides agree, a rematch is possible. If you don't show up to your match after 15 minutes, you'll lose by default. The plan is to play a round of matches every ~30 minutes. After your match, go to Challonge and insert the result. This is done by clicking on your match and selecting the winner/stats.
The brackets/match list will be updated automatically after all players have finished their matches. The Map Pool is: Haladur, Simai, Elyon, Lajesh, Uro, Wazhai, Yrmia. The map of round one will start on Haladur. Against the second opponent you will play on Simai, third Elyon, etc. (I will make notes in Challonge) The second map is the loser's choice. You can only win prizes if you play your matches during the event. Prizes will be sent on the live server. Have fun and don’t be an idiot! You can join us here on Challonge. You will need an account.
Be sure to register for the event with your in-game name, to make matchmaking as easy as possible.
I also need that name to send you the prizes!
Prizes
Place 1: 8 General Boosters Place 2: 7 General Boosters Place 3: 6 General Boosters Place 4: 5 General Boosters Place 5: 4 General Boosters Place 6: 3 General Boosters Place 7: 2 General Boosters Everyone else: 1 General Booster
Booster are Sponsored by the SLR Team
Thank you for your Support!
It's crazy how the balance has changed over the years; it will be a lot of fun to see if payers remember old stuff or find new strategies for the old meta.
Put the in [USER]\Documents\BattleForge\map
MAP PACK: Spec.zip
Ultralord 🎩
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Majora liked a post in a topic by SunWu in Returning player..some questions
Welcome back!
There's been a rebalancing of rpve difficulties years ago. It was mostly because of the disparity in difficulty between 9s and 10s wich ended in most players only ever doing 9s.
Now the difficulties scale from 1 - 8, with a 6 being the equivalent to an old 9. Also fire and nature opponents have been added to the mix, but those are usually no problem for phoenixes too.
As far as i know phoenix hasn't been touched balance wise since EA days so i guess that's not the reason.
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Metagross31 liked a post in a topic by SunWu in Returning player..some questions
Welcome back!
There's been a rebalancing of rpve difficulties years ago. It was mostly because of the disparity in difficulty between 9s and 10s wich ended in most players only ever doing 9s.
Now the difficulties scale from 1 - 8, with a 6 being the equivalent to an old 9. Also fire and nature opponents have been added to the mix, but those are usually no problem for phoenixes too.
As far as i know phoenix hasn't been touched balance wise since EA days so i guess that's not the reason.
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InnerSphere liked a post in a topic by SunWu in Returning player..some questions
Welcome back!
There's been a rebalancing of rpve difficulties years ago. It was mostly because of the disparity in difficulty between 9s and 10s wich ended in most players only ever doing 9s.
Now the difficulties scale from 1 - 8, with a 6 being the equivalent to an old 9. Also fire and nature opponents have been added to the mix, but those are usually no problem for phoenixes too.
As far as i know phoenix hasn't been touched balance wise since EA days so i guess that's not the reason.
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SunWu liked a post in a topic by Metagross31 in Community Update - April 2025
I can't wait to finally see Hellhound come to live ingame! I've been waiting for so long now 🙂
In case you are interested in my initial thoughts when coming up with the card idea, here is the original text I wrote with the submission to the contest:
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SunWu liked a post in a topic by Majora in Community Update - April 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Skylords ReBOOM
Today, we have a very exciting announcement to share! After introducing new cards, campaign maps, features, and even new game modes, we feel it's time to branch out even further. Please check out the trailer below.
That’s right—Skylords Reborn is entering the first-person shooter genre! Join Bandit Sniper Guy on his adventure as he faces familiar foes from the world of Nyn. While we will continue releasing new content for Skylords Reborn, the majority of our development focus will shift to Skylords ReBOOM. We hope you'll join us on the battlefield!
Pre-orders are up now, so get your copy!
• New Card Reveal - Hellhound
Back in 2023 we held a card-creation contest, inviting the community to share their ideas for potential new cards, which were then judged anonymously by our designers. While many great designs were submitted—some of which have already made their way into the game, like Energy Core and Gate of Akylos—we might have saved the best for last. The highest-rated entry was Hellhound, an upcoming L-sized unit for Pure Fire. Let’s break down the card!
Magma Armor
Takes 25% less damage from ranged and magical attacks. After 5 seconds in combat, damage reduction increases to 40% less damage, and after 10 seconds in combat, the damage reduction increases to 60% less damage from ranged and magical attacks. Resets after 10 seconds out of combat.
Pyroclastic Flow
Cause Magma Armor to explode, dealing 660 damage to enemies in a 15m radius, up to 1980 damage in total. Magma Armor is reset to 25%. Requires Magma Armor to be fully charged. Reusable every 20 seconds.
Design notes:
Hellhound was the overall winner of our first ever Card Creation Contest, where we asked members of the community to submit ideas for new cards. The original design has seen little change since then. Hellhound is an L-sized T3 Pure Fire unit. Similar to Moloch, it has resistance to ranged and magical damage, though in Hellhound's case this resistance begins at 25% and scales up to 60% the longer the unit remains in combat. Once the armor fully scales, Hellhound can activate Pyroclastic Flow, exploding its Magma Armor to deal up to 1980 damage to nearby enemies.
The general concept behind Hellhound is to have a Fire unit that slowly scales in durability as it fights, but which can then transform that durability into damage. This will allow Hellhound to quickly clean up camp remnants, including flying units, using Pyroclastic Flow when Magma Armor is no longer needed.
Hellhound will be released in a future content patch—details to be announced!
• Art Spotlight - Hellhound
Hellhound started out as a trial task for Psyagita, who was interested in joining our art team. Unfortunately, they ended up being too busy to continue, but were kind enough to let us move forward with the work. We dove into our archives and found some early sketches from the art process! Psyagita first provided us with these three sketches. Our lead artist at the time, Tweeto, had this to say about the initial batch: "I think I prefer the 3/4 view of the face over the profile version and am interested in seeing a more dramatic and imposing angle of the creature itself. Could you try sketching it from a lower perspective to highlight its intimidating presence?" Psyagita came back with two new attempts. We preferred the second one, as it had more of an action pose—which tends to look better in a card frame. Work then began on finalizing the pose and adding color.
At this point, Psyagita unfortunately became too busy, so our artist SpiritAlpha took over the task. Since we were working on the model simultaneously, we made a few adjustments that were reflected in the updated artwork—most notably, a new color for the flames and fur. The piece was coming along nicely, but we felt it stood out a bit from other Fire cards, particularly due to the grey background. We also wanted to make sure the card felt cohesive in the deck bar alongside other Fire cards, so we looked to other units in the faction for inspiration. By adding purple elements to the cave background, the artwork popped more and felt more in line with the rest of the Fire faction. After several rounds of feedback with our art group, we finalized the artwork for Hellhound. We’re very happy with the result and hope you’re excited to play the card yourself in the future! A big thank you to Psyagita for laying the groundwork for this unique piece, and to SpiritAlpha for bringing it across the finish line! • Team Changes
We’re excited to announce a new addition to our art team—Elkondo has joined us as a 2D artist! We hope you'll get to see some of his card artwork in the near future. Welcome, Elkondo!
We’re also happy to introduce Sabri as our new audio designer. Sabri has joined the team to support various audio-related tasks, including creating the sound effects for the recently released card Spirit Gate. We really appreciate the help!
Meanwhile, Prof_Emezy has stepped down from the team. He contributed as a Discord Moderator, Proofreader, and supported some exploratory work in marketing. We'd like to thank him for his efforts and dedication during his time with the team.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - Rookie Tournament - 12.04.2025 at 16:00 CET
Interested in PvP, but intimidated by the veterans? We got you covered! Join this Rookie tournament, where only rookies can join and there are prizes for all participants! The tournament will be hosted and livestreamed by Ultralord, please sign-up in advance.
• NEW - Battle of Tactics #8: Maximum Support - Until 13.04.2025 23:59 CEST
Battle of Tactics returns in 2025 with another tricking and exciting challenge! Play a modified version of the map Oracle, including a special pre-game twist, allowing you to scale the difficulty up and down! More information.
• COMING UP - Skylords Reborn Mega Quiz - 03-05-2025 at 20:00 CEST
Win prizes with your knowledge of BattleForge! Join the Mega Quiz live on Twitch for a chance to win BFP and boosters. Come hang out with us, win some prizes, and perhaps learn a new thing or two! More information.
• FINISHED - Skylords Reborn Winter Cup
The first PvP tournament has been completed! You can rewatch the action with commentary by Ultralord and special guest Toggy, with this highlight video.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: WARM-FIRE-CATS-PURR
This code is valid until May 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update March 2024
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SunWu liked a post in a topic by WindHunter in Patch #400051 - 2 March 2025
Patch #400051 - Spring Cleaning
Welcome to our newest patch. This update contains our seventeenth balance patch for the game, 4 brand-new cards, quality of life changes, and much more!
Patch Preview
Four new cards are now available! Jump in-game to collect Gate of Akylos, Power Shrine, Spirit Gate, and Bandit Hut! Many long awaited quality of life changes have been added to the game. Major reworks to several underperforming cards such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil. Reworked Empire and fixed two other campaign maps to streamline the player experience.
General Changes & Fixes
When using Twilight Transformation, transformed units now inherit the original unit's group, selection, and commands. Increased the maximum number of visible buff icons on units and buildings to 8. Fixed global effects not applying to units spawned by abilities. For example, this fixes Ravenheart's Ravenships not being affected by Wheel of Gifts or The Incredible Mo. Fixed an issue with Bedrock's Sculptor ability that caused its ability tooltip to disappear when multiple Bedrocks were selected at the same time. Affinity differences are now highlighted in each card's description. Each affinity has colored text corresponding to the color of the affinity element which highlights only those words and abilities which are different than its alterative affinity. Players who hover over cards with affinities in-game will immediately notice the changes. This featue can be disabled by setting "enable_affinities_highlighting" to "false" on the section "gui" of the file "Documents\BattleForge\config.json". New maps script: - "MapAudio": Audio files (flac, mp3, wav, ogg) can now be played directly from the community map folder. Reference can be viewed on https://skylords-reborn.fandom.com/wiki/Script_Information_-_Full_Reference.
New Updater - Version v0.15
Added support for game channels, you can select the channel on the top left, it will only check updates for the selected channel (main server, test server, etc.). Improved performance and added caching to update checking. Added config settings to `Documents\BattleForge\updater-config.json`. Added logging to `Documents\BattleForge\Diag\log_updater.log`. Updated Skylords Reborn logo on the top left. Improved error handling and messages. Small UI improvements. Modifiable parameter on`updater-config.json`:
`fileIntegrityCheckMaxDegreeOfParallelism`: Users can set it to 1 on HDD or slower PCs, default is Processor Count / 2. If you are using Wine on Linux or MacOS, additional dependencies are required:
`sudo apt-get install winbind` `WINEPREFIX=~/.wine32/ winetricks dotnet48 d3dcompiler_47 vkd3d`
New Cards
Bandit Hut - 120p T3 Bandit Building
You will find the upgrades for this card on the maps Blight (U1) and Into the Jungle (U2/U3).
The enemies of the Skylords have long made use of spawn buildings to reinforce their armies, and this power is now also available to Bandit loving Skylords. Bandit Hut can spawn the previously unavailable units Bandit Vanguards (Bandit Strikers) and Alpha Skyrakes (Bandit Mana Wings), up to a population cap of 150. This will allow the player to quickly spawn in an army of weaker Bandit units to supplement their main army. Now Skylords can give their enemies a taste of their own medicine with their own attack waves!
Gate of Akylos - 200p T3 Lost Souls Building
You will find the upgrades for this card on the maps Empire (U1) and Unexpected Visitors (U2/U3).
Similar to Soulstone, Gate of Akylos was a card that got stuck in development hell as we faced substantially more implementation issues than initially expected. We are excited to finally share it with our players. Gate of Akylos is a global revenant support building. Its abilities focus around lengthening revenant duration and extracting revenants from existing Lost Souls units. We hope that Gate of Akylos, as well as the changes to other revenant support cards in this patch, help to make the revenant playstyle more accessible to the general playerbase.
Power Shrine - 140p T2 Amii Building
You will find the upgrades for this card on the maps Convoy (U1) and Into the Jungle (U2/U3).
Ever since we nerfed Shrine of War to require 2 Fire orbs, similar to all other void shrines, rainbow decks have been without a source of consistent void return. Power Shrine fixes this issue. Power Shrine is a T2 global Amii void shrine that allows players to play cards directly out of their void power. With each activation, each member of the Amii player's team will be able to use void power to play their next 3 cards. This card-based approach means Power Shrine will scale well into the later game as player card costs increase in higher tiers.
Spirit Gate - 70p T2 Amii Spell
You will find the upgrades for this card on the maps Sunbridge (U1) and Unexpected Visitors (U2/U3).
Nether Warp has long been the only source of teleportation that is both reliable and flexible. Spirit Gate adds a second strong teleportation option but with its own twist. Unlike Nether Warp, Spirit Gate is a unit-ability granting spell, similar to Tectonic Shift and Infernal Chain, which gives individual friendly units the ability to teleport to sources of own ground presence in a 75m range. Given the fact that it can be applied to friendly units and not just own units, a friendly Amii player can now grant every player on their team the ability to teleport their armies around the battlefield. Happy warping Skylords!
Game Balance Changes
[ Tier 1 Card Changes ]
Ice Shield Tower:
1. Power cost: 50p ➜ 80p
2. Ice Bolt damage: 66, up to 100 in total ➜ 72, up to 108 in total
3. Ice Shield:
A. Change from active to auto-cast (30m range).
B. Ice Shield strength: 880 → 660
C. New Description: "Every 20 seconds, tower applies an Ice Shield to a friendly unit that absorbs up to 660 damage for 30 seconds. Has a range of 30m."
4. Ice Field (new passive ability): Ice Shields within a 25m radius of the tower do not run out. Cannot be disabled by spellblocking abilities.
Frost T1 has a lot of building options and Ice Shield Tower has long struggled to find its place. We are reworking the card to make its Ice Shield ability into an auto-cast as well as adding a new passive ability that prevents Ice Shields from expiring in the area around the building. This should hopefully make it a compelling choice in defense situations where you have lots of time to build up shields for defending units.
Soul Splicer (r):
1. Infused Necromancy (r) damage boost: 50% ➜ 70%
Snapjaws:
1. Power cost: 75p ➜ 65p
Strikers:
1. Power cost: 90p ➜ 75p
2. Damage: 780 dp20 ➜ 600 dp20
3. Life points: 600 ➜ 420
4. Unit counter: M-counter ➜ S-counter
5. Charge damage: 30 ➜ 20 damage per squad member
6. New passive ability “Bloodthirsty”: Unit regenerates 15 life points per second over the next 4 seconds per every 150 damage it deals.
Ever since their looter nerf, Strikers have been languishing without much use in either PvP or PvE. We are therefore completely reworking them. On maps where hit-and-run tactics are favorable and where there is a lack of early flying enemies, our testing has shown the new Strikers to have a comparable or even superior performance compared to Nomads. The new Strikers will give Fire T1 players yet another starting unit option.
[ Tier 2 Card Changes ]
Altar of Nihil:
1. Orb cost: Shadow, Neutral, Neutral (T3) ➜ Shadow, Shadow (T2)
2. Power cost: 110p ➜ 50p
3. Life points: 990 ➜ 670
4. Complete Rework, Nihilation:
A. Description: Activate to create a corrupted zone of 25m around the building where summoning friendly units requires 85% less of the usual power costs but causes all summoned units to irrevocably die after 20 seconds. Does not affect flying units. Lasts for 30 seconds. Reusable every 60 seconds.
Altar of Nihil was originally designed to support cards like Wrathgazer or Cultist Master in PvP. It was a niche strategy in the past until Voidstorm got moved to T3. A global map reset paired with void removal created arguably the the most uncounterable and overpowered late game PvP combination the game has ever seen. As a result, we had to remove the strategy entirely by nerfing Altar of Nihil into the ground. Since then, the card has maintained a 0% play rate in every game mode.
As the previous ability was not salvageable due to the interaction mentioned above, we redesigned Altar of Nihil entirely. The new ability is supposed to bring more strategic depth to Shadow's card arsenal by synergizing with its sacrificial elements. We also moved away from a purely harmful effect to open up PvE usage. We will keep a close eye on the card's balancing and adjust numbers in the future if necessary.
Global Warming:
1. Both affinities now speed up own Fire units by 25% for 20 seconds.
This change will give Global Warming more flexibility, making it better able to justify itself in taking up a deck slot.
Mountaineer:
1. Life points: 1350 ➜ 1140
2. Bombard damage: 220, up to 330 in total ➜ 80, up to 120 in total
3. Glacier Shield now refreshes unconditionally every 12 seconds.
4. Icing Up Rework:
A. Charges: 100, up to 800 in total ➜ 80, up to 400 in total
B. Charge tick speed: 1000 ms (1 sec) ➜ 3500 ms (3.5 sec) - Aligns with the attack speed, so the unit gains 80 charges every 3.5 seconds.
C. Charges are now converted into 200% damage.
Mountaineer now generates charges overtime which are then converted into damage, similar to the way Death Ray's corpse mechanic works. This gives Mountaineer more damage at the beginning of combat, but his damage over time drops sharply if he remains in combat for a long period of time. The idea is that the unit should maintain its hit-and-run playstyle but without the buggy shield interaction which would stop the unit from attacking whenever the shield recharged. As regards the Ice Shield, it now recharges unconditionally similar to Avatar of Frost's shield which should help with Mountaineers overall survivability.
Portal Nexus:
1. Explosive Death: Friendly entities ➜ Friendly units
This change should make it easier to place and use Portal Nexus without negatively affected the strategies that use the card to kill own and friendly units.
Shadow Mage:
1. Foul Play health damage percentage: 400% ➜ 500%
Shrine of Greed:
1. Enemy void return percentage: 50% ➜ 25%
Revenant's Blessing:
1. Charges: 12 ➜ 20
2. Cooldown: Reusable every 20 seconds ➜ Instantly reusable.
As part of the release of Gate of Akylos, we are touching up a few revenant-based cards to help buff up the playstyle. This change is intended to make it easier to keep unbound revenants alive without bringing both affinities of Revenant's Blessing, saving the player an important deck slot.
Tranquility:
1. Soothing Whispers:
A. Damage buff: 30% more damage ➜ 35% more damage
B. Healing: 50 life points every 2 seconds ➜ 7% max life points every 2 seconds
2. Foreboding Whispers:
A. Damage debuff: 30% more damage received ➜ 35% more damage received
With these changes, Tranquility should scale well as a single-target buff even into T3 and T4, giving the player a better reason to include it in Amii decks.
Twilight Curse:
1. No longer blocked by mind control effects.
Players can now mind control enemies, such as with Amazon, and use Twilight Curse to transform them.
Twilight Minions:
1. Gifted Incentive (g) damage boost: 30% ➜ 50% more damage by friendly Fire, Nature, and Twilight units
2. Infused Incentive (r) damage boost: 65% ➜ 75% more damage by friendly small units
Encourage use of Twilight Minion's transformation effect, especially alongside the new Twilight Archers card.
[ Tier 3 Card Changes ]
Healing Gardens:
1. Ritual of Recovery duration: 45 seconds ➜ 60 seconds
Players can now keep Ritual of Recovery active 100% of the time with only one Healing Gardens.
Lost Grigori:
1. Disintegrating Shock:
A. Ability power cost: 100p ➜ 70p
B. Cooldown: 30 seconds ➜ 20 seconds
C. Can no longer disintegrate XL units
D. Lost Grigori now regenerates 180 life points per sec while channeling disintegration.
Lost Grigori presently struggles in both PvP and PvE. We are tweaking its disintegration ability in an attempt to breathe some life into the card, especially in PvE. We are removing the ability to target XL-units to prevent PvP abuses, while at the same time giving it a cost reduction and cooldown reduction. Most importantly, Lost Grigori now heals itself while disintegrating enemies, meaning it can self-sustain without a need for other support cards.
Razorleaf:
1. Damage per leaf: 34, up to 51 in total ➜ 30, up to 45 in total
Despite being a T3 unit, Razorleaf is stronger than most T4 defenses. The card has always been strong and it has received numerous indirect buffs as we have buffed other Nature cards around it. While we want the card to remain a strong endgame defensive option, even into T4, it currently stands too far above its competitors so we are chopping off 10% of its total damage.
Twilight Bombard:
1. Damage: 420, up to 630 total (2100 dp20) ➜ 460, up to 690 in total (2300 dp20)
2. Life points: 2660 ➜ 2920
Despite previous buffs, Twilight Bombard is still struggling to find its place among Twilight's T3 defense options. We are giving it a 10% buff to both its damage and life points to make it more efficient for the power cost.
[ Map Changes ]
Ascension Map 3:
1. Map 3 of Ascension is now playable even when one side of the map has no players. This will allow players to play this map solo.
2. Map 3: Allow players from the respective other side to also take control of the portal devices with nearby ground entities.
The Insane God:
1. Fixed a bug where a Seeker would instantly turn into a Guardian if it was killed while transforming.
2. Urzach's Seeker: Added an indicator to the visual effect of the transformation ritual and hide both if the ritual is interrupted.
Empire:
1. Reworked Magic-Devices:
One of the more annoying things in Empire was the clunky Device-logic. Before this patch, only one player (per side) could teleport the Red-King to his timeline. Now every player is able to teleport the Red King back and forth.
2. Reworked Ritual:
We added a few visual indicators to hopefully make the ritual more understandable.
3. Removed Player-Limit:
As soon as one side of the map had no more players, the game ended. This restriction caused games to end, which could have been successful even without the other side of the map present.
4. Minor changes:
We also made a lot of miscellaneous changes. These range from small things such as incorrect map outcries to larger, more game-breaking issues like Jorne's allies blocking his path and thus blocking the game from advancing.
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SunWu liked a post in a topic by Majora in Community Update - January 2025
Greetings Skylords!
A new year; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Happy New Year and Anniversary
Happy New Year Skylords! We hope you had a lovely holiday, and wish you all the best for 2025.
December 18th marked the 4th Anniversary of Skylords Reborn, and we released a patch to celebrate the occasion. Be sure to check it out, because you can earn yourself a promo Frost Mage until February 2nd.
We would also like to remind you that our feedback survey will close on January 5th. Because Skylords Reborn is a community project, we want to understand what our players enjoy and what could be improved. Your input is vital to helping us refine the game and expand our player base.
We hope you’ll take a moment to answer the survey questions, as your responses will directly shape our development priorities. As a thank-you, everyone who completes the survey will receive two boosters. Your feedback will be anonymous.
In this Community Update, we are taking a look back at 2024, and share our plans for 2025. We have a lot to cover, so let's get started!
• Looking back at 2024
2024 was a great year for Skylords Reborn, and saw the release of new campaign maps, something players have been asking for since the start of the revival. But a lot of other things happened this year, and we'd like to take a moment to reflect upon 2024, and go over our releases. January 27th - 2024 Our first content patch for 2024 introduced two new cards; Tectonic Shift and Lost Mana Beast. We also added a new rPvE difficulty and made changes to the existing difficulty system to align it better with the campaign map difficulties. We combined this change with our rework of the campaign reward system with individualized upgrades, gold rewards overtime, and gold rewards on-loss. We added tutorial missions, where players receive rewards for simple missions meant to explain some of the harder to understand mechanics of BattleForge. Lastly, the anticipated Lost Soul rework was released, containing a large number of buffs to well-designed but underperforming cards.
We also released some quality-of-life features, like buttons in the Forge to pause, speed up and slowdown, made a change to the neutral unit exclusion rule, and improved responsiveness of the game.
Looking back
Tectonic Shift was a successful card release, with a healthy playrate in both PvP and PvE. It created its own archetypes and is a card which you can build a deck around. Lost Manabeast was a specific failure for two reasons, one, because it accidentally released with -25% less damage than intended, and, two, because the ability restriction was too high. We buffed the card to fix both these issues, but Lost Souls in general is in an odd spot. We changed it to function as desired, but it is too high-micro for the average player, so we likely need further changes to the faction. Our changes to the rPvE difficulty system were successful in our view, providing a meaningful bridge between the old level 9 and level 10 content.
April 27th - 2024 In April, we released the highly anticipated new card Bedrock. This patch also saw the release of Map of the Day, and the introduction of the Rebirth Booster, containing only cards from the Skylords Reborn Rebirth edition, earnable through winning multiple Maps of the Day.
We also made a few balance changes to underperforming Twilight cards, released some quality-of-life changes requested by the community, and fixed some bugs.
Looking back
Rebirth boosters have been a success both in terms of successfully speeding up the cost reduction of new cards and in driving player engagement with Map of the Day. Bedrock is a well-designed card, but we ran into major issues with the ability not showing up when you have multiple selected. The stone turtle is a cautionary tale about the real limits we have reverse engineering the game because we have not been able to fix the problem where the game thinks Bedrock's ability is a building ability, and it is not clear when we will be able to do so.
June 29th - 2024 We knew that our new campaign maps would take the spotlight of our next patch, so we decided to release a patch in June to give the new cards Icespike and Swarm some time to shine. We also implemented a large amount of balance changes, mostly to tier 3 cards, in preparation for the release of the new campaign maps. Looking back
Swarm and Icespike are both functioning as intended and are unlikely to see changes anytime soon. We would regard them as successful card releases filling important gaps in their respective factions.
September 21st - 2024 Years in the making, September finally saw the release of two new campaign maps; Unexpected Visitors and Into the Jungle. There was a large focus on the Amii faction, and four new cards were released; Amii Sentinel, Energy Core, Skydancer and the long requested Umbabwe. Battle Arena, a PvP mode which had been in development for a long time, was also released into the Sparring Grounds with 2vs2 and 3vs3 modes. We also implemented new voice lines, both for the new campaign maps and some of the new cards. To round out the patch, we added new achievements (one awarding a new Lost Souls-themed Forge), and another batch of balance changes, including a rework to Amii Monument, the topic of many discussions and heated arguments over the years. We also released the Legacy server, where players can experience BattleForge without balance changes and new cards added by the Skylords Reborn team. Looking back
This was arguably our biggest patch yet, and players noticed. Player numbers have gone up since its release, and reception to the maps has been very positive. While we purposefully made the new maps harder than some existing maps, we likely made UV's advanced difficulty too hard. We also noticed that some players would play UV over a dozen times and still not understand the mechanics, so it gave us a lot to think about in regards to designing new maps and how complex we are able to make them without causing issues among players, especially because we only have English voice lines. The new cards were mostly successful, with a few follow-up tweaks planned for Energy Core.
October 27th - 2024 While writing this Community Update I had to double check if those dates are correct, but indeed; one month after our biggest patch yet, we released another patch containing 2 new cards and a new promo card. The new Amii card Simulacrum wasn't quite ready for release in our Echoes of the Amii patch, but we were able to release him shortly after. We also added Twilight Archers, a simple but effective addition to the Twilight faction.
But the main focus for this patch was our Halloween event. Because of the positive response to our previous events, we decided to do something special this year, and introduced a Halloween-themed promo card: Jorne, earnable by playing a special Halloween version of King of the Giants map. If you missed out on this promo, rest assured that you will have another shot next Halloween.
Looking back
Twilight Archers are working as intended as a PvP card, and will not see PvE adjustments, though they may see some indirect buffs in PvE via other upcoming changes to the Twilight faction. Simulacrum is a bit underpowered right now and it will receive some mild buffs in the future. While we try to get things right from the start, balancing a kite-unit correctly on the first attempt is rather difficult. We as a team have enjoyed the Halloween event tradition that happened organically and were glad to offer a promo this year.
December 22th - 2024 Closing out the year we had another holiday-themed event, covering not one, but three maps. On these Christmas-themed maps, players faced off against the Shadow faction to save the presents, elves and Santa himself. Doing so rewarded them with a promo Frost Mage.
While not exactly new maps, player feedback has been very positive on our seasonal overhauls of familiar campaign maps.
Looking back
While players seem to enjoy the 2 and 4 player maps, we have received feedback that the map Christmas Fleet is too hard. While we feel a promo should warrant a challenge, especially in a community that knows the ins-and-outs of Skylords through the years, we will take this feedback into account to try and make sure future time-based rewards are available for all skill levels. The maps will also likely see minor tweaks before the event ends, as it was our first time using Shadow units and some of them were not fully complete or tested by the time we had to release the map.
What else happened in 2024 Besides a steady stream of content releases, a lot of work went into other projects as well. • Our Map Designer R4bitf00t released a Map Editor tutorial, making it easier for players to get started creating their own maps.
• We shared an interview with the map department regarding the creation of the new campaign maps. • We released a Deep Dive document for Twilight, sharing insight into the faction and its development going forward. • Players started working on developing PvP bots to face off against each other, and perhaps in the future against players as a sparring partner. • We had some major struggles with Anti-Virus programs flagging Skylords Reborn as unsafe. After a lot of hard work, most issues are now resolved. • We worked with volunteers outside of the staff who lend their voice to implement new voice-lines into the game. • We released our yearly Feedback survey to gather feedback about the state of the game, and what players enjoy or dislike about Skylords Reborn. • Ultralord hosted the Seven Strategy Showdown, the biggest event series to-date, with 7 great community events for players to enjoy. • We spend a lot of time on our official YouTube channel, releasing trailers, card spotlights, and the how-does-it-work series. Looking back
2024 was an exciting year for us, with the milestone of releasing our first campaign maps as the absolute highlight. It was lovely to see the buzz in the community, and see many old faces return to check out the new additions. Our card output was also higher than ever before, and there was always something to do or explore in the game, be it an event, a new card, or a new game mode. 2024 proved that Skylords Reborn is alive and well, and with 2025 marking the year where this revival project will outrun the original BattleForge, we are looking ahead to a bright future. • Looking ahead at 2025
We consider 2024 largely a success for Skylords Reborn. Many players managed to find the project again, either for the first time, or to check out the new campaign maps and content we released over the years. You have also shared constructive feedback and kind words with us through the survey, and we intend to continue upon the legacy of BattleForge in 2025. While we won't go into much detail yet, here are some things you can expect in 2025.
New Campaign maps While players had to wait years to see Unexpected Visitors and Into the Jungle, the waiting time wont be as long for our next batch of new maps. We have multiple new maps in development, and hope to release two of them in the first half of 2025. We will take the feedback and lessons we learned to provide great content to enjoy for players from all skill levels. New Cards We have multiple new cards in various stages of development, and it won't be long before you get to experience them first hand. We currently expect the number of new card releases to be similar to 2024, and have some exciting cards on the way. Balance Changes In 2024 we made the controversial decision to change Amii monument. While we do not enjoy nerfing cards players like, we do so because we think it is the best choice for the game as a whole. As mentioned in our explanation of change, we think that the time of major nerfs is now at an end, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward.
Instead, we intend to continue our work on making lesser played cards viable, and we have our eyes set on the Twilight faction. With changes focused on making more interesting use of the faction "Transform" ability, we hope to give players more incentives to play faction cards, instead of merely combining the best cards Nature and Fire have to offer. Map Modifiers Originally intended for 2024 (to the point of even being mentioned in the looking ahead of that year), map modifiers are still in the works. Modifiers add unique twists and challenges for players to explore. We are currently finalizing a beta roll-out of the feature, intended on gathering important feedback from our players. For starters, random maps will get infected with an elemental modifier for a week. We see tremendous potential in map modifiers in regards to replayability of the game.
And more! As always, we will use the monthly community update to keep you informed about our work behind the scenes, with some nice surprises along the way. Be sure to check in every 1st of the month for the latest news about Skylords Reborn, and we hope you will enjoy what we have in store for 2025! • New Card Reveal - Power Shrine
Now for something more concrete! To start out the year we have an exciting card reveal for you. We will save you the technical details, but after a lot of trial and error, we have finally figured out how to make Amii buildings happen. For our first Amii building, we decided to create a new Shrine card. Lets take a look at Power Shrine!
Please note: We are still working on the card. While we are generally happy with it, art, numbers and effects might still change before release.
Grasp the Void
Activate to reverse the flow of power in the world temporarily. The next 3 cards each friendly player uses, and the next card each enemy player uses, will use void power to fulfill the card's power cost. Lasts for 30 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.
This ability prioritizes void power, but if there is not sufficient void power to meet the card's power cost it will take the remainder from the normal power pool. If there is not enough combined power in the void and normal power pools to fulfill the card's power cost, it will be unable to be used as normal.
Design notes:
Every since we nerfed Shrine of War to require 2 Fire orbs, we have been looking to add a new void return option for rainbow decks. With Amii buildings now possible, that option became available via an interesting discovery that we could let the player use void power as if it were normal power. Power Shrine is an interesting twist on the normal void shrine because it allows the player to play 3 cards from their void power every 60 seconds. This means that it scales as the player's tier increases because cards generally cost more the higher their tier. This built-in scaling also allowed us to move Power Shrine down into T2, as three T2 cards every 60 seconds is not necessarily efficient given the high bound power cost, but it could be in a focused enough deck where players carefully determine their next 3 card choices given the unique power stipulation Power Shrine offers, especially in a team environment.
Power Shrine is scheduled to release alongside our next content patch, date to be announced.
• Clarification and modifications to the Global Rules
We have made some adjustments to our Global Rules, which apply both in-game and on our Discord and Forum. While it is commonly known that Skylords Reborn has a strict no-multiaccounting policy, there has been some confusion about our rules in regards to uneven trading and gifting. We have added some elaboration on these topics to the rules. We have also changed or removed some sections that were no longer relevant (for example, in regards to reputation on the Forum), and expanded upon communication and privacy-handling. You can read the full rules here. Should you have any questions regarding these rules, please don't hesitate to contact our moderators.
• Team changes and Contribute to Skylords Reborn
We had a bunch of lovely people joining as volunteers this year! The following Skylords joined in 2024:
ElementG as Tech-artist
Bergerb as Map Designer
Vrizz as Testing Coordinator
Chibiterasu as Card Implementor (rejoined)
TwilightPrincess as Card Implementor
Prof_Amezy as Discord Moderator (trial)
But it would be unfair to not also give a shout-out to the members who left the team during 2024:
Minashigo Hiko left as Event manager.
Volin left as Map Tester Coordinator
Vrizz Left as Testing Coordinator
Noah left as Audio Editor
Thank you all for your work for the project!
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - Save Christmas - Until February 2nd
While Christmas is over, our event is not. Complete the 3 Christmas-themed community maps to earn yourself a promo Frost Mage. Be sure to do so before the 2nd of February, or you will have to wait till the holidays of 2025 to have another shot.
• CLOSING SOON - PvP AI programming contest - Until January 5th
Players have until Sunday, 5 January 2025 at 23:59 to work on their bots. By then, please send the version of your bot, which you want to participate with, to @Metagross31. either via DM in the forums or via Discord. More information.
• NEW - PvP AI programming contest - Final Showdown
Get ready for the AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: HAPP-YNEW-YEAR-2025
Please note: Filling out the feedback survey also rewards you with 2 boosters. The survey will close after January 5th.
The code is valid until February 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update December 2024
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SunWu liked a post in a topic by Majora in Skylords Reborn 4th Anniversary Christmas Event
Today, marks the 4th Anniversary of Skylords Reborn! We’re thrilled not only to have revived this wonderful game but also to continue its development. This project is truly by the fans, for the fans, and we’re deeply grateful for your support in the Forge.
To mark this special occasion, we’ve prepared an exciting event! Starting December 22nd, our Save Christmas event goes live!
With this patch, a new achievement will challenge you to conquer three special Christmas-themed maps. Succeed, and you’ll earn a unique Frost Mage promo card as a reward.
Join us on December 22nd for the full patch notes and celebrate this milestone with us!
In the meantime, have a look at this teaser trailer.
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SunWu liked a post in a topic by Majora in Community Update - December 2024
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Yearly Feedback Survey
Every year, Skylords Reborn has a Feedback Survey. While it is typically released in the summer, we decided to give players more time to explore our new Campaign Maps before inviting you to share your invaluable feedback.
Because Skylords Reborn is a community project, we want to understand what our players enjoy and what could be improved. Your input is vital to helping us refine the game and expand our player base.
We hope you’ll take a moment to answer the survey questions, as your responses will directly shape our development priorities. As a thank-you, everyone who completes the survey will receive two boosters. Your feedback will be anonymous.
• Christmas Event & Anniversary
This year, we have something very special planned to close out the holidays. Check back later this month for the official announcement of our Christmas celebration! We are hard at work finalizing the challenge, but the special reward is already prepared. Players who complete the achievement will receive a new Promo Frost Mage card! More information is coming soon, so stay tuned!
The 4th anniversary of Skylords Reborn is also coming up. Traditionally, we celebrate this milestone with an announcement stream and a large content patch. But with a significant patch in September, the Halloween Event in October, and our plans for Christmas in December, it has been an incredibly busy period, and we are not sure if this will be feasible this year.
Rest assured that we are still hard at work on the second batch of new campaign maps, new cards and other features we are sure you will enjoy, but we feel rushing ourselves to release a content patch just to fit the anniversary window this year, is not the right approach. We would still like to celebrate this milestone with you however, so we will explore our options and let you know.
• New Card Spotlight - Molt
We already talked a bit about Molt in our Twilight deep-dive last month, and are now ready to reveal the latest spell coming to the Twilight faction. Lets break down the card and share some of the thoughts behind its design.
Shed
Trigger a unit’s latent capacity for transformation. Target an own Twilight unit and trigger its transformation effect as if it had used Twilight Transformation. Reusable every 40 seconds.
Design notes:
Twilight Transformation has seen a number of improvements, such as reduced transformation time and a built-in cost reduction. At the same time, we have been steadily adding more transformation effects to the Twilight units to give the ability more strategic depth. Still, we are largely restricted by the fact that we cannot lower transformation costs without also lowering bound power costs in units. So as units scale in costs, our only choice is to make transformation effects scale in strength. We do not think this efficiency arms race is rightly achievable, so we are moving in a different direction through the introduction of Molt. For a low fixed cost, Molt will be able to trigger the transformation effect of any Twilight unit, meaning we can now design transformation effects with Molt in mind and not solely based on bound power costs. This also allows for more flexibility as players can now trigger transformation effects quickly and easily without having to make use of the often clunky Transformation process.
Molt will release alongside our next content patch, date to be announced.
• Art Spotlight - Molt
The artwork for Molt (originally called Evolution during development) was created by SpiritAlpha. He envisioned Twilight creatures shedding their old skin, transforming into even greater monstrosities. SpiritAlpha quickly produced two early sketches:
We liked the early concept, and work continued on the one involved the Mutating Maniac. To ensure the artwork fit well within the card frame and kept the focus on the main design, we removed the extra characters. At one point, we considered depicting old skin transforming into new body parts, but we quickly discarded the idea, as it didn’t enhance the artwork.
We were pleased with how the artwork was progressing but concerned it wasn’t clear enough that this was a spell rather than a unit. We explored several options but weren’t satisfied with the results. The first attempt made the card feel like a binding spell, while the second clarified it was a spell but faced contrast issues when displayed in the deck bar. Wherever possible, we aim to ensure players can quickly identify cards at a glance.
We spent some time tweaking the base artwork, experimenting with various intensities of the blue glow to emphasize the spell aspect of the card. We also ensured the toxic Twilight clouds, iconic to the faction, were present to highlight the transformation effect being triggered. Ultimately, we chose a strong blue contrast against the creature and mirrored the artwork to further distinguish the card from its creature counterpart when viewed in the deck bar.
We are happy with how the artwork turned out and would like to once again thank SpiritAlpha for his incredible work and contributions to the game. Our art department is severely understaffed, and it’s almost entirely thanks to him that we’re still able to add new cards to the game.
If you’re an artist or know someone who can create art in a style fitting for BattleForge, please don’t hesitate to reach out to us! You can apply directly here, or contact Majora or Dutchy on the Forum or on Discord.
• "How Does It Work" series - BFP
We recently launched a new video series on our YouTube channel, How Does It Work, where we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power, the Root Network and a guide on how to install the game.
Another topic that often comes up is ''How do I earn BFP?", the topic of our latest video!
We’d love to hear feedback from the community on this series. These videos take quite some time to create, but we’re more than happy to continue if they’re appreciated.
Are the videos clear and interesting to watch? Are there any other topics you would like to see covered?
Please let us know your thoughts in the comments below!
• Contribute to Skylords Reborn
Expanding on a game like BattleForge requires a lot of enthusiastic and skilled volunteers. While we are very happy with how the game shaped out to be, over the years we have struggled filling certain roles that are now truly becoming a problem for the health of the project. We would like to highlight a couple of positions that we could really use (more) people for.
Critical: Artists
Despite multiple calls for help, we have unfortunately not received any applications for the artist role. Due to the remote nature of our team and current global challenges, both of our artists have been heavily impacted, with one now completely inactive. This has significantly slowed the release of new cards and placed immense pressure on our sole remaining artist.
We would like to stress our appeal: if you know any skilled artist who might be willing to contribute to Skylords Reborn, please forward them our way. Your support is vital to keeping the game alive and thriving!
For more information, click here.
Critical: Marketeer
One of the most common pieces of feedback we receive from players is, “You should market the game more.” While we completely agree, this is easier said than done. Our options are greatly limited—paid marketing is off the table—and more importantly, we currently don’t have a dedicated marketer. Unfortunately, no one with the necessary skills or experience has applied for the role.
If you’re motivated, have a strong network, and believe you can help us spread the word about Skylords Reborn, we’d love to hear from you!
For more information, click here.
Map Testers
With our increased focus on map-related content, we are looking for more Map Testers to help identify bugs and ensure balance.
As a Map Tester, you’ll gain early access to new maps and game modes, with the responsibility of playtesting and providing valuable feedback to the map development team. This includes evaluating the balance and fun factor of maps, identifying exploits, suggesting areas for visual improvements, and ensuring overall quality.
The availability of dedicated Map Testers not only improves the game’s quality but also significantly speeds up the release of high-quality content.
This is a non-staff contributor position. Tasks for these roles come and go, and they are a great way to help without receiving too much responsibility.
For more information, click here.
Other roles
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• FINISHED - Seven Strategy Showdown 7 - Egg ball
The last SSS-event finished past Friday, and was one of the most unique events we have seen in Skylords Reborn. Find out the winners in the event stream, or play it yourself in a versus mode that is being developed in the future! More information.
• COMING SOON - Christmas Challenge
While not technically an event, be sure to check in for our Christmas challenge later this month!
• SECOND PHASE - PvP AI programming contest
Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! Players are still able to join this programming contest. More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: GIVE-FEED-BACK-TIME
Please note: Filling out the feedback survey also rewards you with 2 boosters.
The code is valid until January 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update November 2024
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SunWu liked a post in a topic by JiiPee in Mission: Get copy of each unique card in the game by opening boosters.
My mission started: 03/07/2022
My mission finished: 24/11/2024
It took me 875 days. Last unique card to gain was Ravenheart promo. 4281 is magic booster number what it required. Something like 460 of them was mini/amii boosters which doesnt give you any promos.
I got total of 21 promos from thouse boosters. Another mission I had was getting all charges what also took very long time. It was like summer or something when I finaly got last queekqueek.
I had like 4 months break year ago when I stopped opening boosters and bought rest of the promos what I was missing, which were:
Mo, Rogan Kayle, Construct, Swamp Drake, Razorleaf and Ravenheart
Juggernaut, Grinder, Viridya, Harvester, Firedancer, Fallen Skyelf and Lyrish Knight I already had.
I did that because I knew my luck to get unique promo would end very soon so I just bought rest of the promos to finish my collection. I dont have patience on some things. 😉
In general I havent bought many cards. Oh Snapjaws I also bought because I wasn't playing on beta yet. However I played long long time ago so thats why I knew my mission when I started playing.
My next mission is to get 100 promos from boosters. 😉
Or maybe not. I am not sure yet. Thing is that it would take still very long time. However I can open much more boosters now than I was opening beginning of the game.
First 5 promos, I was opening 2,5 boosters per day on average and it took 293 days.
Last 5 promos, I have been popping almost 19 boosters per day on average and it took 54 days.
Speed has increased alot and in fact I am currently limited by marketplace. I have like 150 boosters waiting for opening and I am trying to maintain 100 cards in marketplace all a time. Still with this speed getting 79 promos would take... 54 / 5 * 79 = 853 days. So about same what it took to get here. Well Mission is not impossible. 😛
What about promo drop chance? Well I think it is already told that its 0,5% and that is quite much what I am seeing right now.
0,49% right now and if we drop mini/amii boosters, then its 0,55%
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SunWu liked a post in a topic by Majora in Community Update - November 2024
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Halloween Patch
Happy Halloween Skylords!
Halloween has become a beloved tradition for Skylords Reborn, and this year, we have something truly special in store for our players.
First, our recurring achievement, Happy Halloween, is active again. Completing the map Spooky Encounters during the Halloween season will earn you a Lost Souls booster and a special Pumpkin avatar if you haven't earned them already last year.
Secondly, we have released a new Halloween-themed map this year: Spooky Giants! Help Rogan outrun a zombified Jorne in this unique twist on the King of the Giants map. Successfully completing this challenge rewards you with a brand-new Promo Jorne card! Please note, this Promo reward is available only between October 28th and November 11th. If you don’t unlock it within this timeframe, you’ll have to wait until 2025.
Last but definitely not least, we have released a new content patch! Two new cards are now available: the Amii card Simulacrum, and a new addition to the Twilight faction, Twilight Archers. Click here for the full patch notes.
• Twilight Deep Dive
In our Deep Dive documents, we share our thoughts and plans for each faction, giving you insight into our balancing process. Previously, we explored the state of Pure Frost, Bandits, Stonekin, and Pure Nature. You can read them here. Today, we're excited to reveal our plans for the Twilight faction. After examining the faction's core characteristics, we take a closer look at its strengths, weaknesses, and play patterns. To further enhance the Twilight faction, we're also working on new cards and reworks. Be sure to check out the Deep Dive to learn more!
Twilight Deep Dive.pdf
• New Card Spotlight - Twilight Archers
Twilight Archers are our latest addition to the Twilight faction, and are now available with the release of our Halloween patch! Lets break down the card and share some of the thoughts behind its design.
Crossbow Attack
Every 2 seconds, unit fires bolts at enemies that deal 8 damage.
Transformation
Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation".
Infected Cure
If the unit is transformed, it will trigger the regenerative abilities of every friendly Twilight unit in a 25m radius. They will regain 15 life points every second for the next 20 seconds.
Cursed Birth
When being transformed into or spawned, the unit receives 600 cursed fragments that improve the unit's performance. As long as the stored fragments last, the unit deals 100% more damage.
Design notes:
Twilight Archers will add a new tactical layer to their faction as a T2 ranged unit with frontloaded damage. Cursed Birth allows them to outperform most T2 units in early combat and low energy skirmishes, but also breaks with the traditional scaling concept of ranged armies. After using up their Cursed Fragments Twilight Archers will be weaker than most T2 units, so it's best to integrate them into the transformation chain or seek for specific synergies like the Twilight Minions (r) transformation buff. Infected Cure is designed to reward the transformation playstyle and compensate for the lack of scaling in extended combat with increasing unit counts. In PvP, Twilight Archers will be a valuable counter to Burning Spears and air units, while also synergizing with the Nature spells like Ensnaring Roots. In PvE, they can serve as a ranged alternative to splash options and also offer formidable anti-air damage.
• "How Does It Work?" series - Root Network
We recently launched a new video series on our YouTube channel, How Does It Work, where we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power and a guide on how to install the game.
Our latest entry focuses on the Root Network.
The Root Network is a popular yet often misunderstood mechanic of the Nature faction. When built correctly, the root network can be incredibly powerful; however, a lack of understanding can lead to underwhelming and confusing outcomes. Let’s dive into this unique ability and help take your gameplay to the next level!
We’d love to hear feedback from the community on this series. These videos take quite some time to create, but we’re more than happy to continue if they’re appreciated.
Are the videos clear and interesting to watch? Are there any other topics you would like to see covered?
Please let us know your thoughts in the comments below!
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - Seven Strategy Showdown 6 - Stand Still!
Can you imagine how annoying it must be for the AI if the player is micro-managing their units? Find out in this event! Please note, the event page goes live at 18:30 CET November 1st. More information.
• FINISHED - Seven Strategy Showdown 5 - PC on Fire
Is more always better? Players pushed their skills and hardware to the limit in this event where unit count is everything. Find out who won, and how they did it, here: More information.
• IN PROGRESS - Seven Strategy Showdown
Every two weeks there will be a new event in this series of seven events, each bringing a fun handcrafted challenge or mechanic! Be sure to check them out, as there are some great prizes to be won! More information.
• SECOND PHASE - PvP AI programming contest
Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! Players are still able to join this programming contest. More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a Twilight booster: TWIL-IGHT-DEEP-DIVE
The code is valid until December 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update October 2024
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SunWu liked a post in a topic by Metagross31 in I baked a pizza. :D
More Pizza! Left half is with ham, right half is with Salmon.
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SunWu liked a post in a topic by bergerb in I baked a pizza. :D
I think I need to make pizza more often 🙂
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SunWu liked a post in a topic by Metagross31 in New Amii Cards (Ami Sentinel, Energy Core, Skydancer)
You can even use transcendence instead of motivate. And for the willzappers, if the deckslots allow it, you could do Enlightenment + Sanctuary 😄